19-06-2024, 08:01 AM
(This post was last modified: 19-06-2024, 08:09 AM by josemendez.)
Hi,
You've checked "convex" in your MeshCollider but it's clearly concave as it has 3 holes, trough which the rope is passing.
Concave (non-convex) dynamic (non-kinematic) MeshColliders aren't supported by Unity, and by extension, not supported by Obi. Obi will attempt to consider it concave despite being marked as convex for more accurate collision detection, but it can't do magicĀ .
The reason is very simple: concave colliders do not have any volume - they're paper-thin, only their surface generates collisions. Moving them around will make it extremely easy for other objects to pass trough them.
Solutions: either use a compound collider (that is, multiple primitive colliders) to approximate your shape, or use a distance field.
kind regards,
You've checked "convex" in your MeshCollider but it's clearly concave as it has 3 holes, trough which the rope is passing.
Concave (non-convex) dynamic (non-kinematic) MeshColliders aren't supported by Unity, and by extension, not supported by Obi. Obi will attempt to consider it concave despite being marked as convex for more accurate collision detection, but it can't do magicĀ .
Quote:Concave colliders have some limitations: Concave Mesh colliders can only be static (that is, they have no physics body) or kinematic (they have a kinematic physics body).
The reason is very simple: concave colliders do not have any volume - they're paper-thin, only their surface generates collisions. Moving them around will make it extremely easy for other objects to pass trough them.
Solutions: either use a compound collider (that is, multiple primitive colliders) to approximate your shape, or use a distance field.
kind regards,